One Body, Two Minds: Alternating VR Perspective During Remote Teleoperation of Supernumerary Limbs

Teleoperation & TelepresenceSocial & Collaborative VRImmersion & Presence ResearchAI/ML Researchers & EngineersPhysicians, Nurses & Clinicians

Paper Title

One Body, Two Minds: Alternating VR Perspective During Remote Teleoperation of Supernumerary Limbs

Publication Info

  • Topic area: Collaborative VR teleoperation with dynamic perspective switching for shared-body control.
  • Keywords: Virtual reality, teleoperation, supernumerary limbs, perspective switching, embodiment, collaborative robotics, workload, physiological measures, user experience, shared control.

Background and Problem

  • Problem / challenge: Fixed first-person viewpoints in shared-body VR systems cause coordination breakdowns, discomfort, and reduced task performance, especially during locomotion and manipulation tasks.
  • Significance: Addressing these issues is critical for improving collaboration, embodiment, and efficiency in VR teleoperation systems, particularly as they are applied in high-stakes or precision-demanding scenarios.
  • Motivation and related work: Prior research highlights the benefits of dynamic perspective control and the challenges of embodiment in shared systems. However, the interplay between perspective switching, task performance, and user experience in co-embodied VR scenarios remains underexplored.

Solution

  • Proposed approach: Guest-driven perspective switching between three modes: Shared Embodied View (baseline), Embedded Anchored View (stabilized body-anchored view), and Out-of-body View (decoupled third-person view).
  • Novelty:
    1. Introduction of two new perspectives (Embedded Anchored View and Out-of-body View) for dynamic viewpoint control.
    2. Empirical evaluation of perspective-switching strategies in collaborative VR teleoperation with virtual supernumerary limbs (VSLs).
    3. Role-specific and task-dependent design guidelines for optimizing performance, embodiment, and comfort.
  • Procedure and key techniques:
    1. Conducted a formative study (N=10) to identify challenges in fixed first-person shared-body VR.
    2. Designed two alternative perspectives addressing coordination and discomfort issues.
    3. Implemented a guest-driven switching mechanism allowing dynamic transitions between perspectives.
    4. Evaluated the system in a within-subjects study (N=48) using collaborative tasks (Transportation and Factory) and measured performance, workload, embodiment, and physiological responses.

Results

  • Concrete findings:
    • Out-of-body View reduced errors in precision tasks (Factory task: fewer errors, p<.05) and improved navigation efficiency (Transportation task: 31% faster, p<.001).
    • Embedded Anchored View enhanced embodiment but increased cognitive and physiological burden.
    • Guests reported higher fatigue and workload in Out-of-body View, while hosts experienced more fatigue in Embedded Anchored View during navigation.
    • Physiological measures (HRV, RMSSD) indicated lower stress in Out-of-body View for guests.
  • Advantage over baselines:
    • Out-of-body View improved spatial awareness and reduced errors compared to Shared Embodied View.
    • Embedded Anchored View provided stability for precision tasks but required careful management to avoid increased workload.
  • Experiments / evaluation:
    • Tasks: Transportation (navigation-focused) and Factory (precision-focused).
    • Participants: 24 dyads (N=48), balanced for VR experience.
    • Measures: Task performance (time, errors), embodiment (AEQ), workload (NASA-TLX), fatigue (VAS-F), and physiological responses (HRV, heart rate).
  • Limitations and future work:
    • Controlled lab setting limits generalizability to real-world scenarios.
    • Lack of standardized cybersickness measures (e.g., SSQ).
    • Short interaction durations in the formative study may not capture long-term adaptation.
    • Future work should validate findings with physical robotic systems and diverse participant populations.

Summary

This study introduces and evaluates guest-driven perspective switching in shared-body VR teleoperation with virtual supernumerary limbs. The Out-of-body View improved navigation and reduced errors, while the Embedded Anchored View supported precision tasks but increased workload. Physiological and subjective measures revealed role-specific trade-offs in embodiment and comfort. The findings provide practical design guidelines for adaptive perspective control, emphasizing task- and role-specific strategies to optimize performance and user experience in collaborative VR systems.

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https://hci.top/en/papers/chi/221991/2026

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DOI: https://doi.org/10.1145/3772318.3791433
At a Glance

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Source
CHI
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Year
2026
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Authors
9 authors
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Subtopics
Teleoperation & Telepresence, Social & Collaborative VR, Immersion & Presence Research
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Professions
AI/ML Researchers & Engineers, Physicians, Nurses & Clinicians
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